Fountain
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* You either get 15{{VP}} or 0{{VP}}; there is no extra bonus for having 20 Coppers. | * You either get 15{{VP}} or 0{{VP}}; there is no extra bonus for having 20 Coppers. | ||
== Strategy == | == Strategy == | ||
− | Fountain offers a tradeoff of a large amount of {{VP}} for a large amount of [[stop card]]s. While {{VP|15}} is 2.5 times as much as a {{Card|Province}}, Fountain is far less efficient in terms of {{VP}} per stop card, at 1.5{{VP}} per card. Most [[engine]]s will be unable to | + | Fountain offers a tradeoff of a large amount of {{VP}} for a large amount of [[stop card]]s. While {{VP|15}} is 2.5 times as much as a {{Card|Province}}, Fountain is far less efficient in terms of {{VP}} per stop card, at 1.5{{VP}} per card. Most [[engine]]s will be unable to draw the deck with ten additional stop cards, and would much prefer to be using other, more efficient [[payload]] anyway. |
Fountain’s relevance in a [[Kingdom]] depends on three factors: | Fountain’s relevance in a [[Kingdom]] depends on three factors: | ||
* How much {{VP|15}} is worth relative to other scoring options. If a [[megaturn]] gaining all eight {{Card|Province|Provinces}} is available with {{Card|Bridge Troll}}, {{VP|15}} in exchange for carrying around ten stop cards is very much not worth it. If the Kingdom only offers a [[money strategies|money strategy]] of moderate speed that can only score a {{Card|Province}} a turn, Fountain is much more relevant. | * How much {{VP|15}} is worth relative to other scoring options. If a [[megaturn]] gaining all eight {{Card|Province|Provinces}} is available with {{Card|Bridge Troll}}, {{VP|15}} in exchange for carrying around ten stop cards is very much not worth it. If the Kingdom only offers a [[money strategies|money strategy]] of moderate speed that can only score a {{Card|Province}} a turn, Fountain is much more relevant. | ||
− | * How bad {{Card|Copper}} is for your deck, and what your options for getting rid of it are. If there’s good payload, {{Card|Copper}} is inefficient by comparison. If the draw is somewhat unreliable or dependent on collisions (e.g., {{Card|Village}}/{{Card|Smithy}} engines), {{Card|Copper|Coppers}} are [[junk]] getting in the way of that. A strong [[trasher]] such as {{Card|Sentry}} can solve both of these problems and enable a strong engine that will make Fountain less relevant. If, however, there is no {{Card|Copper}} trashing, the first three {{Card|Copper|Coppers}} bought are effectively worth {{VP|5}}, which may be worth buying if you miss {{Card|Province}} in the [[greening]] stage, even in single-buy Kingdoms. | + | * How bad {{Card|Copper}} is for your deck, and what your options for getting rid of it are. If there’s good payload, {{Card|Copper}} is inefficient by comparison. If the draw is somewhat unreliable or dependent on collisions (e.g., {{Card|Village}}/{{Card|Smithy}} engines), {{Card|Copper|Coppers}} are [[junk]] getting in the way of that. A strong [[trasher]] such as {{Card|Sentry}} can solve both of these problems and enable a strong engine that will make Fountain less relevant. If, however, there is no {{Card|Copper}} trashing, the first three {{Card|Copper|Coppers}} bought are effectively worth {{VP|5}} each, which may be worth buying if you miss {{Card|Province}} in the [[greening]] stage, even in single-buy Kingdoms. |
* The availability of additional gains, particularly +Buy and {{Card|Copper}} [[gainer]]s such as {{Card|Ill-Gotten Gains}} and {{Card|Treasure Trove}}. Without these options Fountain is much less appealing as the high opportunity cost of spending your one Buy per turn on a {{Card|Copper}} comes into play, and in many cases spending three turns buying a {{Card|Copper}} is both less efficient scoring than buying {{Card|Province}} and does not improve the quality of your deck. In games with plentiful +Buy, it’s often viable to trash your starting {{Card|Copper|Coppers}} with the plan to rebuy them in the endgame for scoring with Fountain. | * The availability of additional gains, particularly +Buy and {{Card|Copper}} [[gainer]]s such as {{Card|Ill-Gotten Gains}} and {{Card|Treasure Trove}}. Without these options Fountain is much less appealing as the high opportunity cost of spending your one Buy per turn on a {{Card|Copper}} comes into play, and in many cases spending three turns buying a {{Card|Copper}} is both less efficient scoring than buying {{Card|Province}} and does not improve the quality of your deck. In games with plentiful +Buy, it’s often viable to trash your starting {{Card|Copper|Coppers}} with the plan to rebuy them in the endgame for scoring with Fountain. | ||
Revision as of 14:35, 17 June 2021
Fountain | |
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Info | |
Type | Landmark |
Set | Empires |
Illustrator(s) | Lynell Ingram |
Landmark text | |
When scoring, 15 if you have at least 10 Coppers. |
Fountain is a Landmark from Empires. It gives a large amount of to players who end the game with at least 10 Coppers in their deck.
Contents |
FAQ
Official FAQ
Strategy
Fountain offers a tradeoff of a large amount of for a large amount of stop cards. While 15 is 2.5 times as much as a Province, Fountain is far less efficient in terms of per stop card, at 1.5 per card. Most engines will be unable to draw the deck with ten additional stop cards, and would much prefer to be using other, more efficient payload anyway.
Fountain’s relevance in a Kingdom depends on three factors:
- How much 15 is worth relative to other scoring options. If a megaturn gaining all eight Provinces is available with Bridge Troll, 15 in exchange for carrying around ten stop cards is very much not worth it. If the Kingdom only offers a money strategy of moderate speed that can only score a Province a turn, Fountain is much more relevant.
- How bad Copper is for your deck, and what your options for getting rid of it are. If there’s good payload, Copper is inefficient by comparison. If the draw is somewhat unreliable or dependent on collisions (e.g., Village/Smithy engines), Coppers are junk getting in the way of that. A strong trasher such as Sentry can solve both of these problems and enable a strong engine that will make Fountain less relevant. If, however, there is no Copper trashing, the first three Coppers bought are effectively worth 5 each, which may be worth buying if you miss Province in the greening stage, even in single-buy Kingdoms.
- The availability of additional gains, particularly +Buy and Copper gainers such as Ill-Gotten Gains and Treasure Trove. Without these options Fountain is much less appealing as the high opportunity cost of spending your one Buy per turn on a Copper comes into play, and in many cases spending three turns buying a Copper is both less efficient scoring than buying Province and does not improve the quality of your deck. In games with plentiful +Buy, it’s often viable to trash your starting Coppers with the plan to rebuy them in the endgame for scoring with Fountain.
Fountain synergizes with effects that can keep your starting Coppers around for scoring purposes but outside of your drawable deck. Exilers such as Sanctuary are strong for this purpose, both thinning your deck in the early game and allowing you to more easily pursue Fountain later. Effects such as those of Island and Miser can also be suitable for this purpose.
Versions
English versions
Digital | Text | Release | Date | |
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When scoring, 15 if you have at least 10 Coppers. | Empires | June 2016 |
Other language versions
Trivia
Preview
Secret History